@ clandestine: The asset store update is still delayed for some reason. If you want to get your hands on the newest version you can send me your invoice number and I will send you the updated v1.4 package. This applies to everyone else as well.

@Loganou974: Thanks!

@ VaupellAgainNoMailReceive: Thank you for your input, I will keep these features in mind for the future.

This uses the legacy animation system, you will have to use a 3d model that has it's own unique animations.

Does that mean you created the animation in unity or another program? If so, would it be best to use unity for creating animations like with a skeleton base animation system or would I be better animating in another program? I use blender3D to make 3d models.

This uses the legacy animation system, you will have to use a 3d model that has it's own unique animations.

Does that mean you created the animation in unity or another program? If so, would it be best to use unity for creating animations like with a skeleton base animation system or would I be better animating in another program? I use blender3D to make 3d models.

Thanks.

Yes, basically you would have to model and animate the character all within a 3d software such as blender.

Hey guys, just wanted to let you know version 1.5 just hit the asset store!

Change log:- Basic mecanim support added.- Numerous improvements have been made to the camera rig.- Added Coins.- Remaining FSMs have been fully commented and colored.- Should no longer receive prefab error messages.- Stuck in KillZone bug fix.- Checkpoints now save the position of the checkpoint itself instead of the players position, this prevents respawning mid air.- Global variables and project settings now included alongside product.

Just a quick note, if anyone needs a mecanim version of the VCS mobile controller, contact me with your invoice number and I'll send you a pre-release copy. For everyone else, it will be added in the next release.

Just letting users know, there is a bug with the mobile controls in the current release. When jumping on a moving platform, the player will lose the ability to jump. If anyone is experiencing this, there is a simple fix!

You will have to add a Send Event action to both the "IDLE" and "IDLE - Platform" states. Basically fill it in exactly as shown in the attached image. In case you don't know, to fill in the gameobject you need to drag and drop the "buttonJump" child gameobject from the "Prefab_VCSMobileControls" into the slot.

That will fix it, I will add this to the next update. Please let me know if you still experience any issues.

I presume you mean the platforms. Like anything, if you don't overdo it you will be fine. It depends on how many you are using at once and how long a period each is running for. If you are only using one or two at a time and disabling them when off screen, I don't think you will see any performance hit. The game I just released uses iTween for many things and you don't see any slowdown caused by it. What I don't like about MoveTowards, is the fact that it feels so stiff.

Lately I have begun using HOTween in place of iTween. It is fundamentally different in the way you integrate it, but I have found it to save a huge amount of performance on mobile. On the mobile game I just released, the main dropping of notes uses HOTween and the performance jump was very noticeable. I would recommend experimenting with that, I may be able to help if you have any questions, as I would like to switch the kit to HOTween eventually anyways.